I think Fire Fang would be better, since Flareon normally has low Special Attack and good attack.
Dig is good, but the point of Facade is that it should be used when the user has a status condition. Still, I guess that's good enough. Judging by the rest of Flareon's moveset though, I think Toxic seems a little out of place, since this Flareon looks kind of like it's a Sweeper. Maybe Iron Tail to replace Dig, though. That way, you will have a defense against Rock Types, and your opponent would just switch pokemon if you used Dig and they were worth fighting.

25 Answers

8 votes

Well, Flareon has a terribly complimenting movepool, in comparison with the stats. To compensate for this, you'll want to be able to cripple the opponent. You were on the right track with Toxic, because everyone hates being badly poisoned, but with base 65 HP and base 60 Defense, you'd be better off with using Will-O-Wisp.

With a Base 110 Special Defense, and the effects of the burn halving the opponent's Attack, it gives the illusion of Flareon have a base 120 Defense stat. Under these conditions, Flareon can actually be a decent Defensive force, as well as being naturally Offensively inclined!

I love your addition of Dig to hit Rock-types, but you'd be better off with Iron Tail, if you have access to it. If not though, Dig is definitely the next best choice.

Flamethrower is your best option for a Fire attack.

Finally, Facade is quite situational in its usefulness. I'd replace it with a reliable and potent Return.

I can tell you really understand Flareon's battle style, and I commend you for that, dude. Flareon is the worst of the Eeveeloutions, and everyone seems to think that Flareon is useless. It's not useless in the least, but it does require some way of evening out the odds against the opponent.

I got rid of Flamethrower to take advantage of its naturally high atk, and I put the situs berry in to remedy the recoil caused by Flare blitz. I still need to chain breed iron tail in gen 4 tho. Does it work?

So for starters, I love Flareon. Now that we have that out of the way...

Curse will boost up your defense (201) and your attack (297) by 1.5.

Both of them get that sexy .5^ thing where 5 is considered higher and rounds up. Which is pretty nice to try to milk every possible stat up you can off of this thing.
It also lowers speed, which isn't really needed on this set. No speed reducing nature due to the fact that I'm never using special attack, but there may be times that I need to get off a Wish without being stupidly slow for no apparent reason. :L

Fire Fang is where I'm getting my STAB here. 65 base is hard to really go off of for a primary attacking move, but it gets STAB for 98 base power, which decent accuracy. Iron Tail hits for 100 base power ( barely higher ) with less accuracy, for coverage on types that resist you. Look out for water, that'll just be up to team support.

Wish is there to heal you and team mates. Your HP is at 324 (162 HP wish passes ) so you can give most 301 HP abusers more than 50% HP back, which is nice. Pokemon like Masquerain that take 50% damage from rocks on entry can benefit greatly from this.

And finally down to team support. Ground and Water types give this guy the most hassle of all. Resisting his attacks and being able to hit back with super effective STAB and such.
Because of those types being his primary weakness, Serperior can be a great tank to support him. Supporting moves such as Leech Seed can help Flareon become a more versatile tank, while Wish passing to Serperior can give it a more reliable recovery source.
Sunny Day support helps Flareon's STAB attacks flourish as well if you have an extra slot on your Serpy ( depends really on your set ) and Dual screens are also very useful. Mostly Light Screen considering Flareon can boost his physical bulk, but his special bulk can't be boosted higher than where it stands at 301.

The plan here was to create a good blend of utility and... you know... making Flareon not suck quite so much. Anyways, In a fair few of my NU teams I noticed that I used a number of mixed and both physical and special sweepers, but with no good way to baton pass work up between them. I browsed around and came up with this, making Flareon slightly less awful in the process. I actually made this as an alternative to speed boost Combusken with baton pass being illegal in gen 5, but I digress.

Naturally, work up and baton pass are the main moves on this set. Flareons main job is to survive long enough to net a couple boosts and either pass or sweep from there. Work up has the nice bonus of boosting Flareon's sp.atk and attack, both of which are fairly good, as well as broadening the amount of Pokemon it can pass it's boosts to. Baton pass needs no explanation.
The attacking moves are where it gets interesting, though. Flame charge may be weak, but the speed boost is very valuable on Flareon, allowing it to sweep or pass quickly, and with STAB and flash fire/guts taken into account with a work up boost or two, coming off of Flareon's meaty attack stat, does good damage without losing momentum for it's passes. It also get's more boosts, necessary for this Flareon's party piece, stored power. Stored power is an absolute godsend to Flareon, giving it good(ish) coverage, excellent power after some boosts (especially work up) and synchronises with baton pass brilliantly. This move allows it to sweep very well if it has to, and after a couple flame charges and a work up, can take apart a lot.
The ev spread I came up with is designed to improve it's survivability as well as it's speed and power. The HP evs come out at exactly 301hp, to help against night shade and seismic toss users. Naturally, leftovers are a must, as Flareon is (on the physical side at least) less sturdy than the cling film your copy of Black was wrapped in, and it would suck quite a bit as a setup sweeper and baton passer if it couldn't survive long enough to do either, let alone both.
The ability is entirely your preference. I'd use flash fire, myself, as Guts' main selling point (for me) is ignoring the burn power drop, and Flareon can't be burned. That said, if you're expecting toxic and paralyze over fire attacks, it achieves the same boost to flame charge's power either way, so use whichever you're comfortable with. You know... if you even use this set at all (I won't hold my breath).

I reckon this just about sums it up. So far this set has done a good job of welding sweeper and baton passer together and does a good job in NU. I've tried it in OU... with predictable results (though being on the receiving end of a specs Moltres' hurricane after stealth rock damage had something to do with it). Suffice to say it's a balanced, powerful and useful set which has had it's uses several times, and makes Flareon more than just the squinting buck-toothed inbred rural cousin of the eeveelutions that no-one likes to talk about. feel free to give it a shot. Post any comments if I didn't explain anything too well.

Also, I feel obliged to say that this is a purely competitive moveset for gen 5 or the soon to be revealed gen 6 NU. It is not an in-game moveset, though it works well enough as a sweeper in Black 2, at least.

Heh. Just realised how much I wrote about some NU rock bait. Seriously, though, this thing is a right laugh to use if you do it right. Also, if you like it let me know, and I'll stick some of my more interesting movesets on here.

Love it. Hated the idea of having to use....Fire Fang. Please. Smart way to take advantage of boosts with Stored Power, Flareon's high atk and sp atk, and pass the boosts off. I feel like trying to live more than a few turns is hopeless without Sub or Will o Wisp, idk what do you think?

It can't do much in multi-battle, so I just decided it would best be used to give Sunny Day. Helping Hand provides team support. Heat Wave can do some damage with STAB, Flash Fire, and Sun. It hits multiple foes also. Shadow Ball is coverage.

Hey guys, guess what: Flareon gets Flare Blitz now. Woohoo! Too bad that with Guts, this thing's not going to live long enough to kill more than a couple of Pokemon. Ah, man. But you can at least try another set with this Pokemon.
Curse sets aren't that common, or that good, but Flareon is a Pokemon that already has high special defense and low speed, so the investment sine even necessary. In fact, defense investment is recommended, because without any Curses set up, this Pokemon's not going to survive any physical move. With this set, Flareon can spam as many Flare Blitz's as it wants, because the recoil is going the only real damage done on Flareon. Superpower's for coverage, and Quick Attack's for priority, something a Curse set should usually have, just in case.

Yeah, still no Flare Blitz. As such, Baton Passing for it. Flame Charge gives you some Speed boosts while you do some damage. Wish is for healing being passed, and Substitute can also be passed. Baton Pass is for actual passing. Red Card just switches out the foe, which can allow Flareon to stall for time to set up. Your EVs give you max HP for Wish and Substitute. Also, Speed so you can Baton Pass before being hit (Flame Charge helps with this.) Also, a few defensive EVs. Since Guts is going to be useless, immunity to Fire is the way to go. I credit DT with this set.

Umbreon Wannabe

This is the Flareon who really wants to be Umbreon but doesn't have good Defense or hp so is just a wannabe. Curse boosts his Pathetic(Capital P on purpose) defense stat and give him a little more offensive power. Toxic is for Stalling. Wish provides healing and support. Fire-fang is for STAB and gets rid of Steel types that are immune to Toxic something Umbreon could never do but that really doesn't help him much. Flash fire gives him an immunity and Leftovers heals him.

I dont care what anyone says, Some people dont see flareons attack quality.
Item=Flame orb/Toxic orb
Nature=Lonely
Ability=Guts
Overheat=It may not be a physical move im goin for, but it ups the attack due to guts,Stab
Flame charge=Its raises speed,Stab,and guts raises it if used overheat.
Facade=Good power, physical.
Flail=Once he gets down to it, His attack could be 200, if he survives.

Flame Orb won't work because fire types can't be burned. Overheat is not affected by guts; only physical attacks are boosted when burned (which flareon can't be), poisoned, or paralyzed. I would change the nature to Adamant and replace Overheat with Flare Blitz.

So in this set, you basically use Protect for a good stall long enough for Toxic Orb to take effect, then your moves will be even more powerful. So now you can attach with STAB Fire Fang, Facade, and even Superpower. You'll be sweeping until you faint from the poison of Toxic Orb, much like the recoil effects of Life Orb.

- Dig Stall and then attack, covers Rock weakness
- Will-O-Wisp causes Burns and increases your Defense
- Curse Boosts the Atk. and Def. at the expense of Speed
- Substitute Make a Decoy especially when Defense is high enough

OK, so this strategy is a little unorthodox, even for Flareon, so basically, you are trying to build as much Defense as a burn supporter with Will-O-Wisp and Defensively with Curse. Substitute is there in case if the enemy tries to attack, but then again, your Defense will be very high, so that's why they'll have trouble taking you down, especially when they have a burn and that you have been boosting your Defense with Curse. Also Curse makes up for it's physical boost in attack, so that's why Dig is there for a reason, in case if they are on the attack, so you can be semi-invulnerable for a turn whether they have a burn or not, and/or if they keep breaking your Substitute. Prediction against your opponent is key when using a physically Defensive Flareon like this one.

Flareon has an awesome base attack for a fire type. Sadly he does not have the greatest defense. Detect and Protect will allow you to predict switch into another Pokemon (use protect and if they use EQ switch into a flying) or wish will heal you or another Pokemon. Flame Charge is there to boost up your speed, while getting a bit of damage in (Also, a STAB move). Fire Fang is great to have for STAB, and possibility of flinching and burning. It also has a nice amount of damage to it. Superpower, on the other hand, can take out rock enemies, which often carry rock blast and EQ. Charm is useful for quickly lowering an enemy's attack, while curse, if coupled with wish, can be used to raise attack and defense. Curse will also lower speed, but if you have flame charge, this shouldn't be a problem.

If you really want a different item, go for the red card. It will allow you to set up a bit, since it sends the enemy's Pokemon back in when flareon is attacked. Flash Fire is almost useless unless you predict an enemy using a fire move and switch in to flareon.

In my opinion, there is only one choice for a Flareons moveset and stats. The only logical choce is to make Flareon a mixed sweeper, giving her a special atack nature and full boost her in Attack and Special Attack. Here is the nature, stats and other details to the Flaeron that I use.

Moveset:
Shadow Ball/Bite: I vary between these moves, depending on what is actually necessary. On the Shadow Ball side, it is a good special move, good for Ghost and Psychic types.However, Bite is also good on Psychic and Ghost types. Although, Bite is slightly weaker, but also has the likelihood of making the opponent flinch. I usually go with Bite, just so that she can exploit her high attack.

Hidden Power (Grass): Good for all of her weaknesses, rock, ground, and water. Good especially since unlike other fire types, she can't learn solarbeam

Dig/Iron Tail: I actuall vary between these moves. I think I should just keep Dig, for Rock, Steel, Poison, Electric, and Fire types. However, Itron Tail has better power, if by a slight margin, and it can hit on the turn it is used, unlike DIg, which attacks the next turn.